Indie game news, reviews, previews and everything else concerning indie game development.

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Indie Intermission Day 31 – ‘Flowstorm’

I suck at flowstorm

Yesterday I was tasked with writing up some news on Flowstorm, today I tasked myself with actually playing the web alpha and after playing the levels a fair bit I can concur that i did die, and die and die….. Flowstorm is an ultrahard, highly unforgiving, nightmarish game, sadly, it is a whole load of fun as well. I don’t know what it is about this sadistic approach to gaming lately but I find myself getting too engrossed in it, I am sure it is not good for my blood pressure.

Flowstorm is a very smooth playing and fantastic looking 2.5D flight arcade game, with the goal being to beat each checkpoint in an ever faster time than the rivals and with less fuel expended also. Sounds easy right? Well… no, as your rocket breaks with the slightest tap against things and you are forced to restart the level.

The controls are very basic, yet the game itself is brutally unforgiving and does indeed remind me of games such as Super Meat Boy. I have never really been good at arcade style games, I rarely achieve a notable score, however I do find a lot of them a very fun distractions for the world and Flowstorm is no exception. It is the type of game you can pick up and play for 10 minutes in between things, however if you are a hardcore sadist and love a challenge you can spend hours of fun in this title.

Flowstorm and fire

Flowstorm to me is the Hannibal Lector of video games: smart, clever, well dressed and containing much depth however it is also insane! It is the latter that really gets you as the animation is very nice and the levels have been lovingly crafted but the gameplay is actually insane and what some people have managed to do on this game is a whole other matter entirely (just look at the scoreboards in wonder).

Average play time – 2 minutes

FlowStorm is currently in web alpha stage and the developers have added the increased incentive that the top 10 players in all scoreboards will get into the stand alone alpha. So if you are a big arcade player and love games that just relentlessly beat you down, get in on the action on the official site here. The standalone alpha will be released next week on the 12th of October.

If you are a developer with A fun indie game that can be played over a coffee break, we want to hear from you! Private message us on twitter @IndieGameMag or shoot us an email at editors@indiegamemag.com with the subject “Indie Intermission” and you could be our indie intermission pick of the day!

Source: The Indie Game Magazine – Indie Intermission Day 31 – ‘Flowstorm’


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‘Indie Game: The Movie’ Now Streaming On Netflix

Indie Game: The Movie

After two successful Kickstarter campaigns, which raised a total of $94,676, James Swirsky and Lisanne Pajot released Indie Game: The Movie this past June. The documentary first appeared to the public back in January, at the Sundance Film Festival, where it received notable acclaim and won the World Cinema Documentary Editing Award.

While Indie Game: The Movie has been available to the public since June through Steam (being the first film available through Steam), Amazon, iTunes, the Google Play store, and YouTube, Netflix is the first to offer Indie Game: The Movie through a streaming service.

Indie Game: The Movie documents the struggles of independent game developers Jonathan Blow (Braid), Phil Fish (Fez), and Edmund McMillen and Tommy Refenes (Super Meat Boy), as they painstakingly developed and anxiously released their respective games.


From over 300 hours of recorded footage, Swirsky and Pajot produced a concise 96 minute documentary which tells the stories of the three developers during various stages of their game’s development.

The soundtrack to Indie Game: The Movie is the work of Jim Guthrie, the composer to Superbrothers: Sword and Swocery EP.

Indie Game: The Movie holds universal high ratings: 8/10 on IMDB, 4/5 on Netflix, 92% on Rotten Tomatoes, and 9/10 from The New York Times.

Both James Swirsky and Lisanne Pajot are at Iceland’s Reykjavik International Film Festival this week. There will be a screening of Indie Game: The Movie, as well as a post-screening Q&A session. The duo will also be participating on panels discussing digitial distribution, and an “extended talk” about the production of the film.

The official website for Indie Game: The Movie is selling pre-orders for physical DVDs and Blu-rays of the documentary, as well as a $9.99 digital download of the documentary.

Source: The Indie Game Magazine – ‘Indie Game: The Movie’ Now Streaming On Netflix


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Issue 26 is on Sale Now

Check out a brand new issue of IGM! This issue features a preview of the highly addictive card collecting game, Faeria. We also highlight some big indie news items like Terraria coming to PSN and XBLA and reveal the first 10 games Greenlit by Steam. Other articles include coverage of Hotline Miami, Defender’s Quest, FTL, They Bleed Pixels, and Tryst. Stay up to date with all the latest indie game news by grabbing this issue of the indie game magazine.

All of our old print issues are on sale!  Now is a great time to get old issues in print at a great price!
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Issue 26: October 2012

Indie Game Magazine: Issue 26: October 2012

Check out a brand new issue of IGM! This issue features a preview of the highly addictive card collecting game, Faeria. We also highlight some big indie news items like Terraria coming to PSN and XBLA and reveal the first 10 games Greenlit by Steam. Other articles include coverage of Hotline…

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If you have an iPhone/iPad, you can grab our App for Free and download individual issues.  You can buy future issues or get a subscription from right within the App.  Plus the app allows us to embed some sweet indie game videos, trailers, and reviews – which is pretty cool.

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If you have an Android Device, your best bet is to purchase a Zinio subscription.  Zinio works on Mac, PC, iPhone, iPad, and Android Devices.  All you need to do is download the Zinio Android App to read our magazine on any Android Device.

Source: The Indie Game Magazine – Issue 26 is on Sale Now


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The Why of Indie Games: ‘Super Meat Boy’

I have a buddy who describes Super Meat Boy in three letters. The three letters stand for the essence of what Super Meat Boy is at the core. The three letters are ABS, which is quite the acronym. It stands for “always be sprinting”, which is essentially the attitude of Super Meat Boy. It eats what we traditionally know as a genre and vomits it out unabashed at the grotesque nature of the genre’s reincarnation. That is some heavily gruesome imagery, but Super Meat Boy tends toward the gruesome in a genre full of color and joyous scenery. Likewise, Team Meat, vaunted developers of Super Meat Boy used it to flip nearly all other platformer conventions into fully new ideas, which shines a light onto what the modern gamer is drawn towards.

There are a smattering of platformers available right now. Go ahead, pull up Steam or Desura and search for platformers, then proceed to marvel at the billions. There is no problem with that; however, I would not bargain to guess that anyone has either heard of them or that they have seen any significant amount of success. Surprisingly though, Super Meat Boy hit it huge. Rightfully so, because it is a fantastic, addicting, and innovative game, which is instantly accessible. It also says something about the modern gamer as compared to the gamers of the 90′s; the setup is all about immediate payoff in an age of the attention deficit gamer whereas old games required the player to work and persevere for success.

Just think about the modern teenager. Everything is accessible to that teenager through their phone, internet, television, and tablet. There is no longer a need for the modern teenager to work for anything. The modern teenager should see no reason to sit down and play an engrossing 100 hour RPG, when they can play 3 levels of Super Meat Boy in a matter of 5 minutes. That is not to say that those 100 hour RPGs are not successful as Skyrim exists, but its obvious that gamers crave ease of accessibility. Even Skyrim is a walk in the park for the majority of gamers. The switch is to a casual style of gaming which is always rewarding the player instead of punishing the player.

Super Meat Boy is a near perfect example of the modern casual game and even though it is challenging, still manages to never truly make the player wait or suffer. If a player dies in Super Meat Boy they are instantly reincarnated to make another run at the level with no load screen or punishment. Players can beat Super Meat Boy‘s main story line in the first sitting if they ignore all the optional Dark World and Warp World stuff. Could you imagine beating Contra in a night?  Super Meat Boy even eliminates enemy interaction because every enemy must be faced in the same way; by avoidance. Super Meat Boy becomes a casual game by streamlining the whole platformer process, most specifically the time required from a single sit-down.

Old style platformers all operated on similar conventions and the most successful template was from Mario series. Mario contained a myriad of long and difficult levels with no check points and limited lives. Players would have to take long periods of time to battle through these levels, and spend nights trying to learn the structure of each stage. I would argue that Mario would struggle to make it in this day and age abiding by that same style. It would still be successful, but not the mega hit it was in the 80′s and 90′s. Super Meat Boy requires much less time, attention, and commitment from the gamer. A player of Super Meat Boy can turn it on and play for 30 seconds and make similar progress percentage wise as a Mario player could in a half hour. But that is the thing. This is what players have begun to crave. Our attention spans have shortened, and our tolerance of difficulty has gone down.

Do not get me wrong, Super Meat Boy is a lovely game. It is cheeky and fun and definitely deserves your time. You can pick it up on Steam or on supermeatboy.com.  I just think the community’s love affair with it goes beyond its fun. It is timely in a world which now has 1000 means of entertainment and is fully up for a quick thrill, even in gaming.

Source: The Indie Game Magazine – The Why of Indie Games: ‘Super Meat Boy’


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‘Limbo’ Inspired Puzzle-Platformer ‘Grimind’ Emerges

A bit of dark, faceless silhouettes, and eerie creaks to make your skin crawl — The indie gaming scene is no stranger to dark and moody atmospheres, and Grimind pulls the player in with its music-less ambiance. Developer Pawel Mogila is taking inspiration from indie classics ranging from the edge-of-your-seat thriller Amnesia: The Dark Descent, to the cute and cheerful Super Meat Boy, and further yet to the eerie yet hopeful Limbo, to engage the player in “non-trivial puzzles” that require “manual skills to pass obstacles” to accomplish the ultimate goal of discovering who your unidentified character really is.

Using the featured “Bullet Physics” system, you can grab objects with the mouse (like rocks or cubes) and throw them in the desired direction, as well as interact with enviromental objects like vines to carry the protagonist from start to finish.

What makes Grimind stand apart is — as you may have guessed from the games the developer cited for inspiration — the focus brought into the atmosphere of the game. The deathly silence constantly broken by the clattering of stones and movement has potential to make this game a truly terrifying experience. Will Grimind be able to stand solidly on its mechanics or will it be the heavy atmosphere that will make it a classic? Stay tuned to find out.

If you’re eager to get your hands on more teasers for the game, Mogila has left no shortage of outlets to find them.You can learn more about Grimind by visiting Mogila’s game development blog, the Grimind official website, or by liking their Facebook fanpage. If that seems like too much work, you can always stay glued to IGM for all of the latest updates.

Source: The Indie Game Magazine – ‘Limbo’ Inspired Puzzle-Platformer ‘Grimind’ Emerges


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New ‘Super Meat Boy’ Game Coming To “Touch Devices”

Super Meat Boy

Team Meat are working on a new Super Meat Boy game intended for touchscreen devices, this won’t be anything like the original Super Meat Boy though.

There have been rumors about an iOS game in the making at the Team Meat offices for a while now, as usual with these things there were many theories as to what this may be. Those rumors have now been quashed by Edmund McMillen who announced that the team of two have started work on a Super Meat Boy game for “touch devices”. Presumably this means iOS devices and perhaps further platforms as well.

This version of Super Meat Boy will be very, very different to the 2010 console and PC release though – it may not even be a platformer! Edmund explained via Twitter that it won’t play like Super Meat Boy but it will “feel” like it. There’s to be an entirely new “visual theme” as well apparently.

So there’s not really any clues as to what kind of game this may be…at all. It could literally be anything. Considering that Team Meat pretty much nailed the platformer, we’re hoping to see a similar mastery of the touchscreen controls, as well as the trademark cartoon gore and indie game references. We thought pretty highly of Super Meat Boy as you can read in our review so we’re really hoping they can make a repeat success.

We’ll keep an eye and an ear out for any further news regarding this new undertaking. Until then, you can find out more information about the original Super Meat Boy over on the official website.


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‘Sugar Cube: Bittersweet Factory’ Review – Meat Boy’s Clever Cousin

When I say that puzzles enliven any genre of game, I mean it. Although I will admit that there are a few exceptions. As a gameplay element, puzzles lend themselves very well to portions of other games due to the pre-frontal lobe stimulation they bring within the context of a greater challenge. For example, crossing a room is one of the simplest challenges that exists.

Original Source: ‘Sugar Cube: Bittersweet Factory’ Review – Meat Boy’s Clever Cousin

This Article was originally posted on our sister site, The Indie Game Magazine written by Doug Walter.


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Lovely Indie Game Music: SMB’s Choice Piano Cuts, A Musical Journey, and Bastion’s Jam Session

A few notable indies have recently come out with some music-related items that ought to be enjoyed, so I thought it best to pass them along here. Each of these titles have major musical support behind them that goes above and beyond serving the simple purpose of looping audibly in the background during gameplay, and what results from these efforts are sounds so good they stick with you far beyond the point when you put down the controller.


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Super Meat Boy Reaches 1 Million Sales Milestone

The guys over at the Team Meat Twitter have confirmed something very special: their game surpassed 1 million copies sold last month. I’m sure if we were to effectively quantify it, and maybe Team Meat actually does, that would equate to hundreds of millions (maybe billions) of dead Meat Boys all over. I know I died at least 1000 times.


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And Then There Were Soundtracks: The Humble Indie Bundle 4 Bonus

Most of you are probably wondering what goodies the Humble Bundle folks were going to add their latest and greatest entry. It would be hard to put something up that rivaled this selection of games, after all. So, they made a pretty good decision: soundtracks to all the games in the bundle. I can’t think of a better addition to these incredible games than the phenomenal soundtracks that were the essence of their respective atmospheres.